In a chat with OXM, Brendan Iribe, the CEO of Oculus VR which is the company behind the Oculus Rift headset, stated that he would love to see releases on the Xbox One and PlayStation 4, but is concerned about the long console life cycles with the rapid changes in VR.

Iribe is quoted as saying, "We love consoles, we play them a lot, there is no reason it can't technically work, " and that it was really a matter of getting everyone involved. One of the problems, he feels, is that the fixed hardware of the console devices will not allow for the rapid changes that will most likely occur in virtual reality in the next few years.

He also feels that with the push to use cloud computing for various game tasks such as artificial intelligence or other computationally intensive tasks, the latency of the cloud will prevent it from being any advantage to VR devices.

"There's a lot of latency in the cloud," he said. "Too much latency for this. This wants a maximum latency of 20-30 milliseconds from your head moving to the headset updating your eye on screen - what we call motion-to-photon. Right now it's at 30-50 milliseconds in the current versions, but we do expect that to come down and reach that 15-20 millisecond 'Holy Grail' timing.

"There's no room for cloud activity, from a visual VR perspective. You can still do cool stuff in the cloud for AI and characters, stuff like that, so what Microsoft's talking about in the cloud will improve the richness of some of the game activity, but it's not going to improve any of the visual fidelity."

It will be very interesting to see how VR evolves, and improves over the next five to ten years. Many people who got the opportunity to try out the HD 1080p version of the Rift were amazed, but consumer level VR is in its infancy and will most certainly get more incredible as time goes by.